From what I can tell, the 3rd level spell lets you put up an indestructible 10 ft. dome that can fit up to nine medium or smaller creatures. unless it was in the dome when it was cast, nothing can enter the area.
So, if you know you will be attacked (boss fight, evil yuan-ti temple, etc.) or helpless (rest, injured, etc.) just put this up and you will be invincible as long as it is in walking distance.
the only problem I see is the casting time, so it might be useless in an ambush. even so, prep time makes you invincible.
The real reason I think it is overpowered is because the twilight cleric gets it as a domain spell. so, cast LTH before a battle, then activate Channel divinity (twilight sanctuary) while in the dome after a particularly damaging attack or impending AOE (delayed blast fireball, prismatic wall, etc.), and you get one on the best healing effects in the game while totally invincible.
Am I missing anything? is there a giant flaw in the spell? why does nobody use this spell?
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I don’t know what tables you play at, but everywhere I’ve looked LTH is considered one of the best spells for its level, if not the whole game. It’s main purpose is not to be cast mid-combat, but to be used outside of combat to effectively guarantee* a long rest; many DMs hate the spell for this very reason.
It’s worth noting that the hut is immobile, so you can’t turn it into a tank, and using it for shelter greatly restricts the PCs’ mobility.
The spell is generally considered most powerful not on a Twilight Cleric, but on a level 10+ Chronurgy Wizard, as they can precast it with Arcane Abeyance and then use an action to activate it, circumventing the casting time.
*There are of course ways of getting around the spell, most notably Dispel Magic, and even more ways of punishing abuse of the spell, but using these can often cause a breakdown in players-DM relations and make the game competitive between them.
It gets used. It's very useful in niche situations, but the casting time can be a problem -- note that while people can go in an out of it after it's been cast (except of course the caster), it only allows in people who were in the area during the casting time. So everyone needs to stay in the area for a minute, or you need to be able to speed up the casting using a spell gem, which are rare. It can also be dispelled by Dispel Magic, which is also a third-level spell, and available to a larger number of casters.
From what I can tell, the 3rd level spell lets you put up an indestructible 10 ft. dome that can fit up to nine medium or smaller creatures.
Maybe. Tiny Hut is one of many spells that contain rules paradoxes WOTC has never explained. The rules paradox is hard to see on dndbeyond because dndbeyond mangles the spell's area (it's not spherical, no matter what the dndbeyond spell entry says). If you read the spell's real description in WOTC-published material, you'll discover its area is listed as a hemisphere. WOTC has never clarified whether it's a hemisphere or a dome, and the answer matters because only one of those includes a floor.
unless it was in the dome when it was cast, nothing can enter the area.
If it's a dome, it has no floor and can be entered from beneath. If it's a hemisphere, it's impregnable. The RAW lists both. Good luck.
So, if you know you will be attacked (boss fight, evil yuan-ti temple, etc.) or helpless (rest, injured, etc.) just put this up and you will be invincible as long as it is in walking distance.
the only problem I see is the casting time, so it might be useless in an ambush. even so, prep time makes you invincible.
The real reason I think it is overpowered is because the twilight cleric gets it as a domain spell. so, cast LTH before a battle, then activate Channel divinity (twilight sanctuary) while in the dome after a particularly damaging attack or impending AOE (delayed blast fireball, prismatic wall, etc.), and you get one on the best healing effects in the game while totally invincible.
Am I missing anything? is there a giant flaw in the spell? why does nobody use this spell?
Twilight Cleric CD doesn't heal at all. It's easily one of the best protective abilities in the game, but because THP doesn't stack and instead overlaps, it's fundamentally not healing.
That said, the spell is widely considered one of the best in the game and I have no idea where you found people who rate it poorly. It's still fantastic even without a floor, because the majority of your enemies are corporeal and bad at digging.
It gets used. It's very useful in niche situations, but the casting time can be a problem -- note that while people can go in an out of it after it's been cast (except of course the caster), it only allows in people who were in the area during the casting time. So everyone needs to stay in the area for a minute, or you need to be able to speed up the casting using a spell gem, which are rare. It can also be dispelled by Dispel Magic, which is also a third-level spell, and available to a larger number of casters.
Technically you only need everyone in the area at the end of the casting. Which is good, because I don't think I've ever cast it in 1min, always take 11min to cast it instead.
The only issue I've had in play with tiny hut is if you're playing in a game with many caster enemies, its only a single dispel-magic away from disappearing.
One of our PC's had it for the longest time, but after the 3rd long rest ambush where the enemy dispelled the hut leaving us surrounded, that PC swapped that spell the next level.
I have seen a few people on the forums trying to justify it not applying to a dragons breath attack for a couple of reasons, the most common one is that they claim a dragon breathing fire isn't creating a magical effect, it's an environmental effect so it would pass through. They use one specific line from the spell description as their reason Spells and other magical effects can’t extend through the dome or be cast through it. As the breath weapon isn't magical then it doesn't get blocked... Personally I find those sorts of house rules pointless. It is just people trying to nerf the spell because they think it is too good. If that were the case then non magical swords or arrows or rocks from catapults would also penetrate the hut. Reading the full description i specifically says objects that were not in the area when cast also cannot pass through. Lightning, fire, poison gas etc may well be an environmental effect but they are still objects, just like rocks or lava or tidal waves. There isn't a rule anywhere in officially published material that says environmental effects can ignore spells like that. The spell description even deliberately points out that The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Last I checked environmental effects like ice, fire, lightning etc would be considered weather effects. There are plenty of ways for the DM to get around Tiny Hut without making up silly house rules.
Your example draws a distinction between dragon's breath being an environmental effect and it being a magical effect. As far as I know, the written rules do not describe dragon's breath as either of these, and if that is the case, it does not fall into a category of effect that the tiny hut protects against.
If it is not magical or environmental then it is still physical. A forest fire could not enter the hut and dragon fire can't either. Dispel or tunnel under if you want to get inside.
That just means if it's hot or cold outside, it's comfortable inside--not that sticking a lit torch in your pants inside the hut will somehow prevent you from burning yourself lol.
That just means if it's hot or cold outside, it's comfortable inside--not that sticking a lit torch in your pants inside the hut will somehow prevent you from burning yourself lol.
Which would be an affect originating from within the Hut, and one not affecting an area.
Anything which affects an area would be blocked if it originated from the outside, because the thing would either be 1+ objects (explicitly blocked), or something that would cause an area to become uncomfortable (explicitly impossible), or something magical (explicitly blocked).
As has been pointed out repeatedly in these discussions, a dragon's breath is either something clearly physical (comparable to rain/hail/wind), or something energetic (comparable to wildfires/lightning).
There is a lot of "If it isn't A, then it must be B" and I disagree with that premise. I am not concerned with what category dragon's breath falls into so much as I care about what categories dragon's breath does not fall into. I do not believe it is one of the four things that tiny hut prevents from entering from the outside: creatures, objects, spells, and magical effects. I maintain that dragon's breath is none of these, and therefore is free to pass into the tiny hut.
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From what I can tell, the 3rd level spell lets you put up an indestructible 10 ft. dome that can fit up to nine medium or smaller creatures. unless it was in the dome when it was cast, nothing can enter the area.
So, if you know you will be attacked (boss fight, evil yuan-ti temple, etc.) or helpless (rest, injured, etc.) just put this up and you will be invincible as long as it is in walking distance.
the only problem I see is the casting time, so it might be useless in an ambush. even so, prep time makes you invincible.
The real reason I think it is overpowered is because the twilight cleric gets it as a domain spell. so, cast LTH before a battle, then activate Channel divinity (twilight sanctuary) while in the dome after a particularly damaging attack or impending AOE (delayed blast fireball, prismatic wall, etc.), and you get one on the best healing effects in the game while totally invincible.
Am I missing anything? is there a giant flaw in the spell? why does nobody use this spell?
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
It is one of the most highly rated utility spells in the game.
I don’t know what tables you play at, but everywhere I’ve looked LTH is considered one of the best spells for its level, if not the whole game. It’s main purpose is not to be cast mid-combat, but to be used outside of combat to effectively guarantee* a long rest; many DMs hate the spell for this very reason.
It’s worth noting that the hut is immobile, so you can’t turn it into a tank, and using it for shelter greatly restricts the PCs’ mobility.
The spell is generally considered most powerful not on a Twilight Cleric, but on a level 10+ Chronurgy Wizard, as they can precast it with Arcane Abeyance and then use an action to activate it, circumventing the casting time.
*There are of course ways of getting around the spell, most notably Dispel Magic, and even more ways of punishing abuse of the spell, but using these can often cause a breakdown in players-DM relations and make the game competitive between them.
It gets used. It's very useful in niche situations, but the casting time can be a problem -- note that while people can go in an out of it after it's been cast (except of course the caster), it only allows in people who were in the area during the casting time. So everyone needs to stay in the area for a minute, or you need to be able to speed up the casting using a spell gem, which are rare. It can also be dispelled by Dispel Magic, which is also a third-level spell, and available to a larger number of casters.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
yes, by you (it's 10 ft radius) and by it's spell designation (10 ft radius is quite big for a hut).
Apart from that people think it's amazing.
Maybe. Tiny Hut is one of many spells that contain rules paradoxes WOTC has never explained. The rules paradox is hard to see on dndbeyond because dndbeyond mangles the spell's area (it's not spherical, no matter what the dndbeyond spell entry says). If you read the spell's real description in WOTC-published material, you'll discover its area is listed as a hemisphere. WOTC has never clarified whether it's a hemisphere or a dome, and the answer matters because only one of those includes a floor.
If it's a dome, it has no floor and can be entered from beneath. If it's a hemisphere, it's impregnable. The RAW lists both. Good luck.
Twilight Cleric CD doesn't heal at all. It's easily one of the best protective abilities in the game, but because THP doesn't stack and instead overlaps, it's fundamentally not healing.
That said, the spell is widely considered one of the best in the game and I have no idea where you found people who rate it poorly. It's still fantastic even without a floor, because the majority of your enemies are corporeal and bad at digging.
Just don't expect it to protect you from dragons.
"Not all those who wander are lost"
Technically you only need everyone in the area at the end of the casting. Which is good, because I don't think I've ever cast it in 1min, always take 11min to cast it instead.
I have always selected Tiny Hut in all my Wizards builds. I can count the time I selected Fireball, for instance.
Tiny Hut trivialize long rests ambushes and it is one of the most powerful rituals out there.
It at least likely would in my games.
"The atmosphere inside the space is comfortable and dry, regardless of the weather outside."
If the dome can handle a hurricane I think that it might likely handle the breath of many a dragon too.
Leomund was an archmage who is described as being clever and practical.
He was a character played in the game dungeons and dragons and, in this context, created his tiny hut spell which was published in dragon magazine.
I think it's possible Leomund might not have forgotten about the realm of dragons when creating this spell.
The only issue I've had in play with tiny hut is if you're playing in a game with many caster enemies, its only a single dispel-magic away from disappearing.
One of our PC's had it for the longest time, but after the 3rd long rest ambush where the enemy dispelled the hut leaving us surrounded, that PC swapped that spell the next level.
Lol, :D
Yes, it can certainly be situational depending on the campaign.
I have seen a few people on the forums trying to justify it not applying to a dragons breath attack for a couple of reasons, the most common one is that they claim a dragon breathing fire isn't creating a magical effect, it's an environmental effect so it would pass through. They use one specific line from the spell description as their reason Spells and other magical effects can’t extend through the dome or be cast through it. As the breath weapon isn't magical then it doesn't get blocked... Personally I find those sorts of house rules pointless. It is just people trying to nerf the spell because they think it is too good. If that were the case then non magical swords or arrows or rocks from catapults would also penetrate the hut. Reading the full description i specifically says objects that were not in the area when cast also cannot pass through. Lightning, fire, poison gas etc may well be an environmental effect but they are still objects, just like rocks or lava or tidal waves. There isn't a rule anywhere in officially published material that says environmental effects can ignore spells like that. The spell description even deliberately points out that The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Last I checked environmental effects like ice, fire, lightning etc would be considered weather effects. There are plenty of ways for the DM to get around Tiny Hut without making up silly house rules.
Your example draws a distinction between dragon's breath being an environmental effect and it being a magical effect. As far as I know, the written rules do not describe dragon's breath as either of these, and if that is the case, it does not fall into a category of effect that the tiny hut protects against.
"Not all those who wander are lost"
If it is not magical or environmental then it is still physical. A forest fire could not enter the hut and dragon fire can't either. Dispel or tunnel under if you want to get inside.
"The atmosphere inside the space is comfortable."
That just means if it's hot or cold outside, it's comfortable inside--not that sticking a lit torch in your pants inside the hut will somehow prevent you from burning yourself lol.
"Not all those who wander are lost"
Which would be an affect originating from within the Hut, and one not affecting an area.
Anything which affects an area would be blocked if it originated from the outside, because the thing would either be 1+ objects (explicitly blocked), or something that would cause an area to become uncomfortable (explicitly impossible), or something magical (explicitly blocked).
As has been pointed out repeatedly in these discussions, a dragon's breath is either something clearly physical (comparable to rain/hail/wind), or something energetic (comparable to wildfires/lightning).
There is a lot of "If it isn't A, then it must be B" and I disagree with that premise. I am not concerned with what category dragon's breath falls into so much as I care about what categories dragon's breath does not fall into. I do not believe it is one of the four things that tiny hut prevents from entering from the outside: creatures, objects, spells, and magical effects. I maintain that dragon's breath is none of these, and therefore is free to pass into the tiny hut.
"Not all those who wander are lost"